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But those scripts should only have been triggered when using certain other mods. Did you use a mod that adds new planet classes?
Just letting you know, since the tile system has pretty much been removed in 2.2, your scripted_effects file sse_tile_fillers.txt throws a couple of errors on startup when attempting to check/set tile blockers. I do not think its what caused the crash I was investigating when I noticed those, but i'm letting you know anyways if you even want to make that part work with the newer update :)
We need an update because of "The Goblin".
https://www.theguardian.com/science/2018/oct/02/dwarf-planet-the-goblin-discovery-planet-nine-oort-cloud
@Pode: My mod uses a custom planet type for some of the dwarf planets, which is an exact copy of the vanilla Cold Barren, but with no orbit drawn. This was done to prevent some graphical issues. Another planet type might be added for downscaled asteroids with orbits to model Phobos and Deimos when I add them.
I think compatibility between both mods is best done with a patch since it will require defining some new planet types among other things. But it shouldn't be too much work, I can try to make a compatibility patch for both mods this weekend if that's no problem with you.